bendarby24 Posted January 1, 2011 Share Posted January 1, 2011 Help please! In the Residential Area on Korriban (Where the Mandalorian and the Czerka Merchant is) There is a locked door with a Protocol Droid outside it which you can reprogram to kill the Mandalorian. Well, I can't open the door. It is locked up tight. I did everything, all the side quests, the main quest, and I can't open the door. Please help! it is ment to open when you finished the brotherhood of shadow i had this problem when i was playing frow it the second time ? Link to comment Share on other sites More sharing options...
insan3soldiern Posted January 3, 2011 Share Posted January 3, 2011 I've experienced at least 3 game breaking bugs throughout my time with this mod. The first at the beginning when meeting Daemon on Tatooine, the second in the mines at Korriban at one of the Czerka check points, and the last and seemingly unavoidable one right when Revan and crew are proceeding through the bridge to battle Mandalore. All are crashes. I fixed the first by simply reinstalling the mod and reloading before starting the mod. I simply avoided the area in the mines to "fix" the second. Unfortunately, the 3rd is all but unavoidable as it is in a very much required section. I'm guessing some of the mods I have installed are causing the bugs, but even so it still hurts my enjoyment. The mod itself is very good, though I will say the challenge is perhaps to high at times and the voice acting isn't always that good. Kobayashi and Verbal are great, though I'm not a fan of Solomon's work. The back story of Shadow and Solomon is well done and the fact that the overall storyline fits not just with KOTOR but TSL as well shows that there was a very strong attention to detail in the writing of the storyline and that I appreciate. Aside from the fact that maybe Revan should possibly be more worried about Bastila and Malak, the storyline fits the game as well. Unfortunately, I won't be able to finish the Mod as I'll probably have to reinstall it and restart. Since that invalidates 45+ hrs. of gameplay (and, yes, I do have a save from before starting BOS), I'll probably just stop playing KOTOR and jump on TSL as I really want to play the restored content. Despite my complaints, I do appreciate all the effort put into BOS and commend the developer. Link to comment Share on other sites More sharing options...
IRevenX Posted January 3, 2011 Share Posted January 3, 2011 I just want to point something out, the downloading updated one says "bos_sr_1.0.rar" and its supposed to be called "BoSSR_1.0_install.exe.". Did I do something wrong, grrr i rarely go on the computer, help me Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted January 3, 2011 Share Posted January 3, 2011 @insan3soldiern:1. Meeting with Daemon should be fine, never had a crash here. 2.the issue in the korriban mines I have experienced, I am wondering if the scripts were cleaned out sufficiently in that module, as it is not a graphical induced issue. 3. Had a time or two, this one is a toughie, as it is occurring in a custom made module, it is both graphically and coding wise stretching the game, and so a glitch in this area is not surprising, and not really the fault of the modder, IMO. Chicken salad is better than.... @IRevenX: Hehe... not to familiar with PCs I guess A .rar is a compressed index, like a .zip or a .7z or several other formats. I recommend the wonderful 7zip, which you can find at http://www.7zip.org. It is free and will open your .rar, which contains the .exe you are looking for. Enjoy! @S9: several things really... Solomon would not die, should have been dead and came back, but was not really himself. He was tainted, his first death. In your mod, he *dies* several more times, revitalizing himself with the Brotherhood of Shadow.... who is to say that isn't how Sion did it? Link to comment Share on other sites More sharing options...
Allronix Posted January 3, 2011 Share Posted January 3, 2011 It all seems to work, save one major annoyance: The Star Forge robes and Revan's robes are now hooded, with that horrible clipping and stiff cape. I've already altered the uti file on the robes you wear in the flashback to include a disguise function, so those will work no matter what. What files do I need to get rid of or change in order to change the g_a_mstrrobe06 & g_a_mstrrobe07 back to normal? Link to comment Share on other sites More sharing options...
Silveredge9 Posted January 3, 2011 Author Share Posted January 3, 2011 @S9: several things really... Solomon would not die, should have been dead and came back, but was not really himself. He was tainted, his first death. In your mod, he *dies* several more times, revitalizing himself with the Brotherhood of Shadow.... who is to say that isn't how Sion did it? Solomon didn't really die for real right until the end. Just before he comes back and kills Kobayashi in the chamber, he only appeared to be dead. I think the justification at the time was that in a last ditch effort he drove his own conscience deep within himself to the point where little things like lifesigns don't behave as they should. Or something like that. I distinctly remember reading something similiar occuring in one of the comic book series at the time and thinking "Well if they can get away with it, then so can I". My main focus was definitely on the plot and characters though, and that probably shows, what with all the technical issues still present. It's a shame KoTOR runs so poorly on Windows 7. I've actually been working on a script for a "Brotherhood of Shadow" comic book project for quite some time now. Years actually. I honestly don't know if it will ever see the light of day in its intended form, as there's still a lot of issues to work out given the complexity (or lack of) of the character models, but it's something distant to look forward too non-the-less. The storyline takes place in the years between K1 and K2, and compliments K2 in the way BoS:SR complimented K1. Link to comment Share on other sites More sharing options...
rnaj525 Posted January 5, 2011 Share Posted January 5, 2011 Nevermind, I figured out how to open the door and what was behind it, but I have another problem. I can't find the Jedi Crusader robes ingame anywhere. Also, are there any other new items on different planets that can be found after completing the main quest or something? I saw a lot of new items on KSE, but I've played through the entire mod and can't find most of them. Are they hidden on like Tatooine or Kashyyyk or something? Link to comment Share on other sites More sharing options...
N-5/Prudii Posted January 5, 2011 Share Posted January 5, 2011 I don't think you're supposed to have the Crusader robes. Just add them in with KSE. Link to comment Share on other sites More sharing options...
jedi7000nathan Posted January 13, 2011 Share Posted January 13, 2011 I miss the funny jokes (like when Reven says ignore the call its probably a telemarketer) and the dark side Jedi Council skins, also I liked the Shadow staying until Lehon also what happened to her being called Matilda as a party Member Link to comment Share on other sites More sharing options...
Allronix Posted February 12, 2011 Share Posted February 12, 2011 I keep encountering an odd hiccup During the flashback, I take "Sera Degana" up to the bridge and have the conversation with him that ends with the self-important Republic Admiral Cole ordering the ship boarded. We warp to module bos_orion2, but it will not fade in. I get a black screen, sounds of the Orion's crew repelling the boarding party, and all my inventory is back when I hit escape and see Ms. Degana. So, I quit, exit the game completely, load up the module from the autosave, and it works ok. It's likely a script that's misfiring or conflicting with something else (admittedly, I have a lot of mods). Trouble is, which script am I looking for? Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 12, 2011 Share Posted February 12, 2011 This is an engine issue, and the fact that scripts fired from dialog are not nearly as reliable as a script outside of the dialog.... An unfortunate reality of KotOR modding, I am afraid - The more complex your dialog tree, with more conditionals, and lots of scripts attached to nodes, some of them are going to *wank*. Not saying it is not solvable, but digging for the script in question may be tricky indeed. Examine the dialog tree (you are the expert!!) and look in the "scripts that fire when spoken" field at the end of Cole's dlg tree. s9 included his source, so when you find that script, you can post the source if you like and we will see if there is any glaring error. Likely that it is just KotOR being KotOR. Link to comment Share on other sites More sharing options...
Allronix Posted February 12, 2011 Share Posted February 12, 2011 It's not likely Cole's dialogue tree. Checked the scripts there. The issue is with the initial "on enter" setup within bos_orion2. The workaround of quit the game, reload with autosave seems to work. I did some digging and also found a mislabeled script "prefadez" in the initial dialogue tree. I'll give that a test as well as seeing if I can extract the utc file for "Sera Degana" and maybe tinker with the stats - the portrait id seems to be wrong on my copy, and I'll probably put in a "min 1 hp" clause because dying during a flashback scene throws off the immersion. Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 12, 2011 Author Share Posted February 12, 2011 The issue with bos_orion2 is as old as the first build. I could never honestly find out what was causing it, but it's definitely nothing to do with the "prefadez" script. That was just me disabling a script the lazy way. It's nothing accidental. Link to comment Share on other sites More sharing options...
Allronix Posted February 12, 2011 Share Posted February 12, 2011 Ah, understood. Known issue. Documented with workaround. Another hiccup: On the Korriban Wastes, I sometimes end up with a duplicate Koybayasi spawned. While I'm sure Ms. Degana wouldn't object, and it's no game breaker, it is rather funny. Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 13, 2011 Author Share Posted February 13, 2011 I'm guessing it's just another strange quirk resulting of running KoTOR and BoS on newer operating systems. I hear script misfires and other engine bugs can be common even during the main game itself. Link to comment Share on other sites More sharing options...
Quanon Posted February 13, 2011 Share Posted February 13, 2011 Man, wish I could redo all my models, that are in this mod. They would be better for the game But I lack the motivation and ambition Link to comment Share on other sites More sharing options...
Sith Holocron Posted February 13, 2011 Share Posted February 13, 2011 Q, what would you change? Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted February 13, 2011 Share Posted February 13, 2011 I'm guessing it's just another strange quirk resulting of running KoTOR and BoS on newer operating systems. I hear script misfires and other engine bugs can be common even during the main game itself. Yeah... Just finished playing Mass Effect for the first time, and I can now say this about BioWare - they write great games, and they do not test them nearly enough Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 14, 2011 Author Share Posted February 14, 2011 Yeah... Just finished playing Mass Effect for the first time, and I can now say this about BioWare - they write great games, and they do not test them nearly enough As far as BoS is concerned, it's probably doesn't help that my programming skills weren't exactly the best. I didn't really have the patience for programming, so it was just a matter of as long as it works, I don't care. It could probably use a lot of refining. On a somewhat related note, I recently bought the domain for http://www.brotherhoodofshadow.com. There's nothing there at the moment other than a redirect to my somewhat broken portfolio website, but when I finally finish the script for the BoS:LoS comic book, that's how I plan to share it. Link to comment Share on other sites More sharing options...
Quanon Posted February 14, 2011 Share Posted February 14, 2011 Q, what would you change? Mainly on how my walkmeshes where done, I'dd could improve those. And by adjusting them I could add a bit more detail to the overall look of the areas. Certainly the bridge area where you fight mandalore. It lacks a few bits. Plus LIGHTMAPS ofcourse On a somewhat related note, I recently bought the domain for http://www.brotherhoodofshadow.com. There's nothing there at the moment other than a redirect to my somewhat broken portfolio website, but when I finally finish the script for the BoS:LoS comic book, that's how I plan to share it. Ola, I better get back into preparing those body models :-S Think I had an early version of your script laying about... Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 14, 2011 Author Share Posted February 14, 2011 Ola, I better get back into preparing those body models :-S Think I had an early version of your script laying about... I wouldn't worry about it just yet, it's not going to be completed any time soon. I'm not blessed with the same amount of free time as I enjoyed whilst working on Solomon's Revenge, haha. It's going to be an interesting project I think. There's definitely less constrain on storytelling when compared to a mod, and when developing content (eg: models, new areas) you don't have to worry about getting it working in KoTOR, unless of course you choose too, as anybody who contributes towards the project in terms of models/maps are free to distribute them as mods or use as portfolio work or whatever. 16 issues scripted so far though. The story is split into 3 acts, with the first 2 more or less complete, so I'm guessing when it's all done there's going to be around 24-27 issues. And if anybody is interested the full title is: Brotherhood of Shadow: Legacy of Sin. Link to comment Share on other sites More sharing options...
Quanon Posted February 14, 2011 Share Posted February 14, 2011 I wouldn't worry about it just yet, it's not going to be completed any time soon. I'm not blessed with the same amount of free time as I enjoyed whilst working on Solomon's Revenge, haha. Well, neither do I I'm a working class average Joe now: not a fancy 3D game student... who can make time Boy, times change quickly It's going to be an interesting project I think. There's definitely less constrain on storytelling when compared to a mod, and when developing content (eg: models, new areas) you don't have to worry about getting it working in KoTOR, unless of course you choose too, as anybody who contributes towards the project in terms of models/maps are free to distribute them as mods or use as portfolio work or whatever. True, though there are other challegens then to tackle, mainly cutting down render times, but still having very nice pictures, there's a whole other pipe-line to be setup to get stuff rolling out in a nice pace Plus this something I've been thinking about, to do, but I'm not a writer, so I never get far. 16 issues scripted so far though. The story is split into 3 acts, with the first 2 more or less complete, so I'm guessing when it's all done there's going to be around 24-27 issues. Man, what's the page count on one issue? It'll be a nice challenge to convert all that text to a story board. I'm in for some drawing, it's been like ages since I did anything serious with that. And I consider my pencils skills better then my 3D skills Note that I ain't Da Vinci or Raphael And if anybody is interested the full title is: Brotherhood of Shadow: Legacy of Sin. Sin, ey... and a Twi'lek as lead character... Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 14, 2011 Author Share Posted February 14, 2011 Well, neither do I I'm a working class average Joe now: not a fancy 3D game student... who can make time Boy, times change quickly True, though there are other challegens then to tackle, mainly cutting down render times, but still having very nice pictures, there's a whole other pipe-line to be setup to get stuff rolling out in a nice pace Plus this something I've been thinking about, to do, but I'm not a writer, so I never get far. Man, what's the page count on one issue? It'll be a nice challenge to convert all that text to a story board. I'm in for some drawing, it's been like ages since I did anything serious with that. And I consider my pencils skills better then my 3D skills Note that I ain't Da Vinci or Raphael Sin, ey... and a Twi'lek as lead character... Page wise, you're looking at around 25-30 per issue. Although it's worth keeping in mind that this sort of thing is very context sensitive. For example, you might have half an issue entirely focused within a single area with the same set of characters. It's not something that will become entirely clear until after the script is finished and I can start working on figuring how this all fits together in terms of panels and pages. Also, I'm not sure if I made this clear, but the comic book will be constructed using ingame assets from K1/K2, and obviously, assets created exclusively for the comic. Along the lines of this, actually. In terms of how development will be structured, it's not 100% clear yet, but it's going to be something like the following: - I complete the script. - I storyboard the layout and content of the comic book on a panel by panel, page by page, issue by issue basis. - That will give whomever decides they want to contribute towards the project a good idea of what is needed (For example, one advantage of this format is that a new area may only ever be seen from a certain angle, so there isn't a need to create an entire area, only bits here and there depending on the panel requires) - Then it's just a matter of me bringing everything together in photoshop. Although like I previously mentioned, there's still a few technical issues which I need to solve. For example, the issue with creating decent looking facial expressions on character models, or should I say, the difficulty of it. As for the title, it's not as straightforward as say "Solomon's Revenge", but it does accurately represent the numerous themes and events depicted in the story. It's primarily focused around Sera Degana, Kobayashi, the Orion, and a host of new characters. However, since the storyline takes place in between K1 and K2, don't be too surprised to see some (meaningful) cameos from both games. Link to comment Share on other sites More sharing options...
Darth Dan 012 Posted March 12, 2011 Share Posted March 12, 2011 Does the BOS_SAVE included actually work? When I start it up, Shadow isn't even a party member. Link to comment Share on other sites More sharing options...
Vun0 Posted March 14, 2011 Share Posted March 14, 2011 Does the BOS_SAVE included actually work? When I start it up, Shadow isn't even a party member. Yes it does. You have to go to Dreshdae's cantina and speak to the rodian called Drix Keliwt (i believe that's the name). Btw, this is the best mod i've played so far, awesome work , pure awesome. Link to comment Share on other sites More sharing options...
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